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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.9 by root, Thu Dec 14 22:45:40 2006 UTC vs.
Revision 1.57 by root, Wed Jun 30 23:03:40 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <time.h> 25#include <time.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <global.h> 27#include <global.h>
27#include <maze_gen.h>
28#include <room_gen.h>
29#include <random_map.h> 28#include <random_map.h>
30#include <rproto.h> 29#include <rproto.h>
31#include <sproto.h> 30#include <sproto.h>
32 31
32#define CEDE coroapi::cede_to_tick ()
33
34static void symmetrize_layout (Layout maze, random_map_params *RP);
35static void rotate_layout (Layout maze, int rotation);
36
37noinline SV *
38random_map_params::get_sv (const char *option) const
39{
40 SV **he = hv_fetch (hv, option, strlen (option), 0);
41
42 return he ? *he : 0;
43}
44
45noinline const_utf8_string
46random_map_params::get_str (const char *option, const_utf8_string fallback) const
47{
48 SV *sv = get_sv (option);
49 return sv ? cfSvPVutf8_nolen (sv) : fallback;
50}
51
52noinline IV
53random_map_params::get_iv (const char *option, IV fallback) const
54{
55 SV *sv = get_sv (option);
56 return sv ? SvIV (sv) : fallback;
57}
58
59noinline UV
60random_map_params::get_uv (const char *option, UV fallback) const
61{
62 SV *sv = get_sv (option);
63 return sv ? SvUV (sv) : fallback;
64}
65
66noinline NV
67random_map_params::get_nv (const char *option, NV fallback) const
68{
69 SV *sv = get_sv (option);
70 return sv ? SvNV (sv) : fallback;
71}
72
73noinline void
74random_map_params::set (const char *option, SV *value) const
75{
76 int len = strlen (option);
77
78 if (value)
79 hv_store (hv, option, len, value, 0);
80 else
81 hv_delete (hv, option, len, G_DISCARD);
82}
83
84noinline void
85random_map_params::set (const char *option, const_utf8_string value) const
86{
87 set (option, value && *value ? newSVpvn_utf8 (value, strlen (value), 1) : 0);
88}
89
33void 90void
34dump_layout (char **layout, RMParms * RP) 91random_map_params::set (const char *option, IV value) const
35{ 92{
36 { 93 set (option, newSViv (value));
37 int i, j; 94}
38 95
39 for (i = 0; i < RP->Xsize; i++) 96void
97random_map_params::set (const char *option, UV value) const
98{
99 set (option, newSVuv (value));
100}
101
102void
103random_map_params::set (const char *option, NV value) const
104{
105 set (option, newSVnv (value));
106}
107
108void
109random_map_params::hv_clone ()
110{
111 HV *copy = newHV ();
112
113 hv_iterinit (hv);
114
115 // does not work for utf-8 keys
116 while (HE *he = hv_iternext (hv))
40 { 117 {
41 for (j = 0; j < RP->Ysize; j++) 118 STRLEN klen; const char *key = HePV (he, klen);
42 { 119 hv_store (copy, key, klen, newSVsv (HeVAL (he)), HeHASH (he));
43 if (layout[i][j] == 0)
44 layout[i][j] = ' ';
45 printf ("%c", layout[i][j]);
46 if (layout[i][j] == ' ')
47 layout[i][j] = 0;
48 }
49 printf ("\n");
50 } 120 }
51 }
52 printf ("\n");
53}
54 121
55extern FILE *logfile; 122 SvREFCNT_dec (hv);
123 hv = copy;
124}
56 125
57maptile * 126shstr_tmp
58generate_random_map (const char *OutFileName, RMParms * RP) 127random_map_params::as_shstr () const
59{ 128{
60 char **layout, buf[HUGE_BUF]; 129 set ("xsize" , xsize);
61 maptile *theMap; 130 set ("ysize" , ysize);
62 int i; 131 set ("monsterstyle" , monsterstyle);
132 set ("exit_on_final_map" , exit_on_final_map);
133 set ("layoutstyle" , layoutstyle);
134 set ("doorstyle" , doorstyle);
135 set ("final_map" , final_map);
136 set ("this_map" , this_map);
137 set ("expand2x" , expand2x);
138 set ("layoutoptions1" , layoutoptions1);
139 set ("layoutoptions2" , layoutoptions2);
140 set ("layoutoptions3" , layoutoptions3);
141 set ("symmetry" , symmetry);
142 set ("dungeon_depth" , dungeon_depth);
143 set ("orientation" , orientation);
144 set ("origin_x" , origin_x);
145 set ("origin_y" , origin_y);
146 set ("random_seed" , (UV)random_seed);
147 set ("difficulty" , difficulty && difficulty_given ? difficulty : 0);
148 set ("difficulty_increase", difficulty_increase);
149 set ("dungeon_level" , dungeon_level);
63 150
64 /* pick a random seed, or use the one from the input file */ 151 dynbuf_text buf;
65 if (RP->random_seed == 0) 152 hv_iterinit (hv);
66 RP->random_seed = time (0);
67 153
68 SRANDOM (RP->random_seed); 154 // does not work for utf-8 keys
69 155 while (HE *he = hv_iternext (hv))
70 write_map_parameters_to_string (buf, RP);
71
72 if (RP->difficulty == 0)
73 {
74 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
75
76 if (RP->difficulty_increase > 0.001)
77 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
78
79 if (RP->difficulty < 1)
80 RP->difficulty = 1;
81 } 156 {
82 else 157 STRLEN klen; const char *key = HePV (he, klen);
83 RP->difficulty_given = 1; 158 STRLEN vlen; const char *value = SvPVutf8 (HeVAL (he), vlen);
84 159
85 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 160 buf.fadd (key, klen);
86 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; 161 buf << ' ';
87 162 buf.fadd (value, vlen);
88 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 163 buf << '\n';
89 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
90
91 if (RP->expand2x > 0)
92 { 164 }
93 RP->Xsize /= 2;
94 RP->Ysize /= 2;
95 }
96 165
97 layout = layoutgen (RP); 166 return shstr (buf);
98
99#ifdef RMAP_DEBUG
100 dump_layout (layout, RP);
101#endif
102
103 /* increment these for the current map */
104 RP->dungeon_level += 1;
105 /* allow constant-difficulty maps. */
106 /* difficulty+=1; */
107
108 /* rotate the layout randomly */
109 layout = rotate_layout (layout, RANDOM () % 4, RP);
110#ifdef RMAP_DEBUG
111 dump_layout (layout, RP);
112#endif
113
114 /* allocate the map and set the floor */
115 theMap = make_map_floor (layout, RP->floorstyle, RP);
116
117 /* set the name of the map. */
118 strcpy (theMap->path, OutFileName);
119
120 /* set region */
121 theMap->region = RP->region;
122
123 /* create walls unless the wallstyle is "none" */
124 if (strcmp (RP->wallstyle, "none"))
125 {
126 make_map_walls (theMap, layout, RP->wallstyle, RP);
127
128 /* place doors unless doorstyle or wallstyle is "none" */
129 if (strcmp (RP->doorstyle, "none"))
130 put_doors (theMap, layout, RP->doorstyle, RP);
131
132 }
133
134 /* create exits unless the exitstyle is "none" */
135 if (strcmp (RP->exitstyle, "none"))
136 place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP);
137
138 place_specials_in_map (theMap, layout, RP);
139
140 /* create monsters unless the monsterstyle is "none" */
141 if (strcmp (RP->monsterstyle, "none"))
142 place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP);
143
144 /* treasures needs to have a proper difficulty set for the map. */
145 theMap->difficulty = calculate_difficulty (theMap);
146
147 /* create treasure unless the treasurestyle is "none" */
148 if (strcmp (RP->treasurestyle, "none"))
149 place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP);
150
151 /* create decor unless the decorstyle is "none" */
152 if (strcmp (RP->decorstyle, "none"))
153 put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP);
154
155 /* generate treasures, etc. */
156 fix_auto_apply (theMap);
157
158 unblock_exits (theMap, layout, RP);
159
160 /* free the layout */
161 for (i = 0; i < RP->Xsize; i++)
162 free (layout[i]);
163 free (layout);
164
165 theMap->msg = strdup (buf);
166
167 return theMap;
168} 167}
169 168
170/* function selects the layout function and gives it whatever 169random_map_params::~random_map_params ()
171 arguments it needs. */
172char **
173layoutgen (RMParms * RP)
174{ 170{
175 char **maze = 0; 171 SvREFCNT_dec (hv);
176 int oxsize = RP->Xsize, oysize = RP->Ysize;
177
178 if (RP->symmetry == RANDOM_SYM)
179 RP->symmetry_used = (RANDOM () % (XY_SYM)) + 1;
180 else
181 RP->symmetry_used = RP->symmetry;
182
183 if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM)
184 RP->Ysize = RP->Ysize / 2 + 1;
185 if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM)
186 RP->Xsize = RP->Xsize / 2 + 1;
187
188 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
189 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
190 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
191 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
192 RP->map_layout_style = 0;
193
194 /* Redo this - there was a lot of redundant code of checking for preset
195 * layout style and then random layout style. Instead, figure out
196 * the numeric layoutstyle, so there is only one area that actually
197 * calls the code to make the maps.
198 */
199 if (strstr (RP->layoutstyle, "onion"))
200 {
201 RP->map_layout_style = ONION_LAYOUT;
202 }
203
204 if (strstr (RP->layoutstyle, "maze"))
205 {
206 RP->map_layout_style = MAZE_LAYOUT;
207 }
208
209 if (strstr (RP->layoutstyle, "spiral"))
210 {
211 RP->map_layout_style = SPIRAL_LAYOUT;
212 }
213
214 if (strstr (RP->layoutstyle, "rogue"))
215 {
216 RP->map_layout_style = ROGUELIKE_LAYOUT;
217 }
218
219 if (strstr (RP->layoutstyle, "snake"))
220 {
221 RP->map_layout_style = SNAKE_LAYOUT;
222 }
223
224 if (strstr (RP->layoutstyle, "squarespiral"))
225 {
226 RP->map_layout_style = SQUARE_SPIRAL_LAYOUT;
227 }
228 /* No style found - choose one ranomdly */
229 if (RP->map_layout_style == 0)
230 {
231 RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1;
232 }
233
234 switch (RP->map_layout_style)
235 {
236
237 case ONION_LAYOUT:
238 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
239 if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY))
240 roomify_layout (maze, RP);
241 break;
242
243 case MAZE_LAYOUT:
244 maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2);
245 if (!(RANDOM () % 2))
246 doorify_layout (maze, RP);
247 break;
248
249 case SPIRAL_LAYOUT:
250 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
251 if (!(RANDOM () % 2))
252 doorify_layout (maze, RP);
253 break;
254
255 case ROGUELIKE_LAYOUT:
256 /* Don't put symmetry in rogue maps. There isn't much reason to
257 * do so in the first place (doesn't make it any more interesting),
258 * but more importantly, the symmetry code presumes we are symmetrizing
259 * spirals, or maps with lots of passages - making a symmetric rogue
260 * map fails because its likely that the passages the symmetry process
261 * creates may not connect the rooms.
262 */
263 RP->symmetry_used = NO_SYM;
264 RP->Ysize = oysize;
265 RP->Xsize = oxsize;
266 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1);
267 /* no doorifying... done already */
268 break;
269
270 case SNAKE_LAYOUT:
271 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
272 if (RANDOM () % 2)
273 roomify_layout (maze, RP);
274 break;
275
276 case SQUARE_SPIRAL_LAYOUT:
277 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
278 if (RANDOM () % 2)
279 roomify_layout (maze, RP);
280 break;
281 }
282
283 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
284#ifdef RMAP_DEBUG
285 dump_layout (maze, RP);
286#endif
287 if (RP->expand2x)
288 {
289 maze = expand2x (maze, RP->Xsize, RP->Ysize);
290 RP->Xsize = RP->Xsize * 2 - 1;
291 RP->Ysize = RP->Ysize * 2 - 1;
292 }
293 return maze;
294} 172}
295 173
296
297/* takes a map and makes it symmetric: adjusts Xsize and 174/* takes a map and makes it symmetric: adjusts Xsize and
298Ysize to produce a symmetric map. */ 175 * Ysize to produce a symmetric map.
299 176 */
300char ** 177static void
301symmetrize_layout (char **maze, int sym, RMParms * RP) 178symmetrize_layout (Layout layout, random_map_params *RP)
302{ 179{
303 int i, j; 180 if (RP->symmetry_used == SYMMETRY_NONE)
304 char **sym_maze;
305 int Xsize_orig, Ysize_orig;
306
307 Xsize_orig = RP->Xsize;
308 Ysize_orig = RP->Ysize;
309 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
310 if (sym == NO_SYM)
311 {
312 RP->Xsize = Xsize_orig;
313 RP->Ysize = Ysize_orig;
314 return maze; 181 return;
315 }
316 /* pick new sizes */
317 RP->Xsize = ((sym == X_SYM || sym == XY_SYM) ? RP->Xsize * 2 - 3 : RP->Xsize);
318 RP->Ysize = ((sym == Y_SYM || sym == XY_SYM) ? RP->Ysize * 2 - 3 : RP->Ysize);
319 182
320 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); 183 Layout sym_layout (
321 for (i = 0; i < RP->Xsize; i++) 184 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
322 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); 185 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
186 );
323 187
324 if (sym == X_SYM) 188 if (RP->symmetry_used == SYMMETRY_X)
325 for (i = 0; i < RP->Xsize / 2 + 1; i++) 189 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
326 for (j = 0; j < RP->Ysize; j++) 190 for (int j = 0; j < sym_layout->h; j++)
327 { 191 {
328 sym_maze[i][j] = maze[i][j]; 192 sym_layout[i ][j] =
329 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 193 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
330 }; 194 }
331 if (sym == Y_SYM) 195
332 for (i = 0; i < RP->Xsize; i++) 196 if (RP->symmetry_used == SYMMETRY_Y)
197 for (int i = 0; i < sym_layout->w; i++)
333 for (j = 0; j < RP->Ysize / 2 + 1; j++) 198 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
334 {
335 sym_maze[i][j] = maze[i][j];
336 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
337 } 199 {
338 if (sym == XY_SYM) 200 sym_layout[i][j ] =
339 for (i = 0; i < RP->Xsize / 2 + 1; i++) 201 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
340 for (j = 0; j < RP->Ysize / 2 + 1; j++)
341 { 202 }
342 sym_maze[i][j] = maze[i][j]; 203
343 sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; 204 if (RP->symmetry_used == SYMMETRY_XY)
344 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 205 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
345 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; 206 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
346 } 207 {
347 /* delete the old maze */ 208 sym_layout[i ][j ] =
348 for (i = 0; i < Xsize_orig; i++) 209 sym_layout[i ][sym_layout->h - j - 1] =
349 free (maze[i]); 210 sym_layout[sym_layout->w - i - 1][j ] =
350 free (maze); 211 sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
212 }
213
214 layout.swap (sym_layout);
215 sym_layout.free ();
216
351 /* reconnect disjointed spirals */ 217 /* reconnect disjointed spirals */
352 if (RP->map_layout_style == SPIRAL_LAYOUT)
353 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
354 /* reconnect disjointed nethackmazes: the routine for 218 /* reconnect disjointed nethacklayouts: the routine for
355 spirals will do the trick? */ 219 spirals will do the trick? */
356 if (RP->map_layout_style == ROGUELIKE_LAYOUT) 220 if (RP->map_layout_style == LAYOUT_SPIRAL
357 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); 221 || RP->map_layout_style == LAYOUT_ROGUELIKE)
358 222 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
359 return sym_maze;
360} 223}
361
362 224
363/* takes a map and rotates it. This completes the 225/* takes a map and rotates it. This completes the
364 onion layouts, making them possibly centered on any wall. 226 onion layouts, making them possibly centered on any wall.
365 It'll modify Xsize and Ysize if they're swapped. 227 It'll modify Xsize and Ysize if they're swapped.
366*/ 228*/
367 229static void
368char ** 230rotate_layout (Layout layout, int rotation)
369rotate_layout (char **maze, int rotation, RMParms * RP)
370{ 231{
371 char **new_maze; 232 int w = layout->w;
372 int i, j; 233 int h = layout->h;
373 234
374 switch (rotation) 235 switch (rotation)
375 { 236 {
376 case 0:
377 return maze;
378 break;
379 case 2: /* a reflection */ 237 case 2: /* a reflection */
380 { 238 {
381 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); 239 Layout new_layout (w, h);
382 240
383 for (i = 0; i < RP->Xsize; i++) 241 for (int i = 0; i < w; i++) /* copy a reflection back */
384 { /* make a copy */
385 for (j = 0; j < RP->Ysize; j++) 242 for (int j = 0; j < h; j++)
386 { 243 new_layout[i][j] = layout[w - i - 1][h - j - 1];
387 newmaze[i * RP->Ysize + j] = maze[i][j]; 244
388 } 245 layout.swap (new_layout);
389 } 246 new_layout.free ();
390 for (i = 0; i < RP->Xsize; i++)
391 { /* copy a reflection back */
392 for (j = 0; j < RP->Ysize; j++)
393 {
394 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
395 }
396 }
397 free (newmaze);
398 return maze;
399 break;
400 } 247 }
248 break;
249
401 case 1: 250 case 1:
402 case 3: 251 case 3:
403 { 252 {
404 int swap; 253 Layout new_layout (h, w);
405 new_maze = (char **) calloc (sizeof (char *), RP->Ysize); 254
406 for (i = 0; i < RP->Ysize; i++)
407 {
408 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
409 }
410 if (rotation == 1) /* swap x and y */ 255 if (rotation == 1) /* swap x and y */
411 for (i = 0; i < RP->Xsize; i++)
412 for (j = 0; j < RP->Ysize; j++)
413 new_maze[j][i] = maze[i][j];
414
415 if (rotation == 3)
416 { /* swap x and y */
417 for (i = 0; i < RP->Xsize; i++)
418 for (j = 0; j < RP->Ysize; j++)
419 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
420 }
421
422 /* delete the old layout */
423 for (i = 0; i < RP->Xsize; i++) 256 for (int i = 0; i < w; i++)
424 free (maze[i]); 257 for (int j = 0; j < h; j++)
425 free (maze); 258 new_layout[j][i] = layout[i][j];
426 259
427 swap = RP->Ysize; 260 if (rotation == 3) /* swap x and y */
428 RP->Ysize = RP->Xsize; 261 for (int i = 0; i < w; i++)
429 RP->Xsize = swap; 262 for (int j = 0; j < h; j++)
430 return new_maze; 263 new_layout[j][i] = layout[w - i - 1][h - j - 1];
431 break; 264
265 layout.swap (new_layout);
266 new_layout.free ();
432 } 267 }
433 } 268 break;
434 return NULL;
435}
436
437/* take a layout and make some rooms in it.
438 --works best on onions.*/
439void
440roomify_layout (char **maze, RMParms * RP)
441{
442 int tries = RP->Xsize * RP->Ysize / 30;
443 int ti;
444
445 for (ti = 0; ti < tries; ti++)
446 {
447 int dx, dy; /* starting location for looking at creating a door */
448 int cx, cy; /* results of checking on creating walls. */
449
450 dx = RANDOM () % RP->Xsize;
451 dy = RANDOM () % RP->Ysize;
452 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
453 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
454 if (cx == -1)
455 {
456 if (cy != -1)
457 make_wall (maze, dx, dy, 1);
458 continue;
459 }
460 if (cy == -1)
461 {
462 make_wall (maze, dx, dy, 0);
463 continue;
464 }
465 if (cx < cy)
466 make_wall (maze, dx, dy, 0);
467 else
468 make_wall (maze, dx, dy, 1);
469 } 269 }
470} 270}
471 271
472/* checks the layout to see if I can stick a horizontal(dir = 0) wall 272/* checks the layout to see if I can stick a horizontal(dir = 0) wall
473 (or vertical, dir == 1) 273 (or vertical, dir == 1)
474 here which ends up on other walls sensibly. */ 274 here which ends up on other walls sensibly. */
475 275static int
476int
477can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP) 276can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
478{ 277{
479 int i1; 278 int i1;
480 int length = 0; 279 int length = 0;
481 280
482 /* dont make walls if we're on the edge. */ 281 /* dont make walls if we're on the edge. */
545 return -1; /* can't make verti. wall here */ 344 return -1; /* can't make verti. wall here */
546 if (maze[x][i1] != 0) 345 if (maze[x][i1] != 0)
547 return -1; /* can't make horiz. wall here */ 346 return -1; /* can't make horiz. wall here */
548 length++; 347 length++;
549 } 348 }
349
550 return length; 350 return length;
551 } 351 }
352
552 return -1; 353 return -1;
553} 354}
554 355
356/* take a layout and make some rooms in it.
357 --works best on onions.*/
358static void
359roomify_layout (char **maze, random_map_params *RP)
360{
361 int tries = RP->Xsize * RP->Ysize / 30;
362
363 for (int ti = 0; ti < tries; ti++)
364 {
365 /* starting location for looking at creating a door */
366 int dx = rmg_rndm (RP->Xsize);
367 int dy = rmg_rndm (RP->Ysize);
368
369 /* results of checking on creating walls. */
370 int cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
371 int cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
372
373 if (cx == -1)
374 {
375 if (cy != -1)
376 make_wall (maze, dx, dy, 1);
377
378 continue;
379 }
380
381 if (cy == -1)
382 {
383 make_wall (maze, dx, dy, 0);
384 continue;
385 }
386
387 if (cx < cy)
388 make_wall (maze, dx, dy, 0);
389 else
390 make_wall (maze, dx, dy, 1);
391 }
392}
555 393
556int 394int
557make_wall (char **maze, int x, int y, int dir) 395make_wall (char **maze, int x, int y, int dir)
558{ 396{
559 maze[x][y] = 'D'; /* mark a door */ 397 maze[x][y] = 'D'; /* mark a door */
398
560 switch (dir) 399 switch (dir)
561 { 400 {
562 case 0: /* horizontal */ 401 case 0: /* horizontal */
563 { 402 {
564 int i1;
565
566 for (i1 = x - 1; maze[i1][y] == 0; i1--) 403 for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
567 maze[i1][y] = '#';
568 for (i1 = x + 1; maze[i1][y] == 0; i1++) 404 for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
569 maze[i1][y] = '#';
570 break; 405 break;
571 } 406 }
572 case 1: /* vertical */ 407 case 1: /* vertical */
573 { 408 {
574 int i1;
575
576 for (i1 = y - 1; maze[x][i1] == 0; i1--) 409 for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
577 maze[x][i1] = '#';
578 for (i1 = y + 1; maze[x][i1] == 0; i1++) 410 for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
579 maze[x][i1] = '#';
580 break; 411 break;
581 } 412 }
582 } 413 }
583 414
584 return 0; 415 return 0;
585} 416}
586 417
587/* puts doors at appropriate locations in a layout. */ 418/* puts doors at appropriate locations in a layout. */
588 419static void
589void
590doorify_layout (char **maze, RMParms * RP) 420doorify_layout (char **maze, random_map_params *RP)
591{ 421{
592 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ 422 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
593 char *doorlist_x;
594 char *doorlist_y;
595 int doorlocs = 0; /* # of available doorlocations */ 423 int doorlocs = 0; /* # of available doorlocations */
596 int i, j;
597 424
598 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 425 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
599 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 426 uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
600
601 427
602 /* make a list of possible door locations */ 428 /* make a list of possible door locations */
603 for (i = 1; i < RP->Xsize - 1; i++) 429 for (int i = 1; i < RP->Xsize - 1; i++)
604 for (j = 1; j < RP->Ysize - 1; j++) 430 for (int j = 1; j < RP->Ysize - 1; j++)
605 { 431 {
606 int sindex = surround_flag (maze, i, j, RP); 432 int sindex = surround_flag (maze, i, j, RP);
607 433
608 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 434 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
609 { 435 {
610 doorlist_x[doorlocs] = i; 436 doorlist_x[doorlocs] = i;
611 doorlist_y[doorlocs] = j; 437 doorlist_y[doorlocs] = j;
612 doorlocs++; 438 doorlocs++;
613 } 439 }
614 } 440 }
441
615 while (ndoors > 0 && doorlocs > 0) 442 while (ndoors > 0 && doorlocs > 0)
616 { 443 {
617 int di; 444 int di = rmg_rndm (doorlocs);
618 int sindex;
619
620 di = RANDOM () % doorlocs;
621 i = doorlist_x[di]; 445 int i = doorlist_x[di];
622 j = doorlist_y[di]; 446 int j = doorlist_y[di];
623 sindex = surround_flag (maze, i, j, RP); 447 int sindex = surround_flag (maze, i, j, RP);
448
624 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 449 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
625 { 450 {
626 maze[i][j] = 'D'; 451 maze[i][j] = 'D';
627 ndoors--; 452 ndoors--;
628 } 453 }
454
629 /* reduce the size of the list */ 455 /* reduce the size of the list */
630 doorlocs--; 456 doorlocs--;
631 doorlist_x[di] = doorlist_x[doorlocs]; 457 doorlist_x[di] = doorlist_x[doorlocs];
632 doorlist_y[di] = doorlist_y[doorlocs]; 458 doorlist_y[di] = doorlist_y[doorlocs];
633 } 459 }
634 free (doorlist_x);
635 free (doorlist_y);
636}
637 460
461 sfree (doorlist_x, RP->Xsize * RP->Ysize);
462 sfree (doorlist_y, RP->Xsize * RP->Ysize);
463}
638 464
639void 465/* function selects the layout function and gives it whatever
640write_map_parameters_to_string (char *buf, RMParms * RP) 466 arguments it needs. */
467static Layout
468layoutgen (random_map_params *RP)
641{ 469{
470 Layout layout (RP);
642 471
643 char small_buf[256]; 472 switch (RP->map_layout_style)
644
645 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize);
646
647 if (RP->wallstyle[0])
648 {
649 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
650 strcat (buf, small_buf);
651 } 473 {
474 case LAYOUT_ONION:
475 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
652 476
653 if (RP->floorstyle[0]) 477 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
478 roomify_layout (layout, RP);
479
480 break;
481
482 case LAYOUT_MAZE:
483 maze_gen (layout, RP->get_iv ("maze_type", rmg_rndm (4)));
484
485 if (!(rmg_rndm (2)))
486 doorify_layout (layout, RP);
487
488 break;
489
490 case LAYOUT_SPIRAL:
491 map_gen_spiral (layout, RP->layoutoptions1);
492
493 if (!(rmg_rndm (2)))
494 doorify_layout (layout, RP);
495
496 break;
497
498 case LAYOUT_ROGUELIKE:
499 /* Don't put symmetry in rogue maps. There isn't much reason to
500 * do so in the first place (doesn't make it any more interesting),
501 * but more importantly, the symmetry code presumes we are symmetrizing
502 * spirals, or maps with lots of passages - making a symmetric rogue
503 * map fails because its likely that the passages the symmetry process
504 * creates may not connect the rooms.
505 */
506 RP->symmetry_used = SYMMETRY_NONE;
507 roguelike_layout_gen (layout, RP->layoutoptions1);
508 /* no doorifying... done already */
509 break;
510
511 case LAYOUT_SNAKE:
512 make_snake_layout (layout, RP->layoutoptions1);
513
514 if (rmg_rndm (2))
515 roomify_layout (layout, RP);
516
517 break;
518
519 case LAYOUT_SQUARE_SPIRAL:
520 make_square_spiral_layout (layout, RP->layoutoptions1);
521
522 if (rmg_rndm (2))
523 roomify_layout (layout, RP);
524
525 break;
526
527 case LAYOUT_CAVE:
528 layout->gen_cave (RP->get_iv ("cave_type", rmg_rndm (4)));
529
530 if (!(rmg_rndm (2)))
531 doorify_layout (layout, RP);
532
533 break;
534
535 default:
536 abort ();
654 { 537 }
655 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
656 strcat (buf, small_buf);
657 }
658 538
659 if (RP->monsterstyle[0]) 539 /* rotate the layout randomly */
660 { 540 rotate_layout (layout, rmg_rndm (4));
661 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
662 strcat (buf, small_buf);
663 }
664 541
665 if (RP->treasurestyle[0]) 542 symmetrize_layout (layout, RP);
666 {
667 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
668 strcat (buf, small_buf);
669 }
670 543
671 if (RP->layoutstyle[0]) 544#ifdef RMAP_DEBUG
672 { 545 dump_layout (layout);
673 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); 546#endif
674 strcat (buf, small_buf);
675 }
676
677 if (RP->decorstyle[0])
678 {
679 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
680 strcat (buf, small_buf);
681 }
682
683 if (RP->doorstyle[0])
684 {
685 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
686 strcat (buf, small_buf);
687 }
688
689 if (RP->exitstyle[0])
690 {
691 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
692 strcat (buf, small_buf);
693 }
694
695 if (RP->final_map[0])
696 {
697 sprintf (small_buf, "final_map %s\n", RP->final_map);
698 strcat (buf, small_buf);
699 }
700
701 if (RP->exit_on_final_map[0])
702 {
703 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
704 strcat (buf, small_buf);
705 }
706
707 if (RP->this_map[0])
708 {
709 sprintf (small_buf, "origin_map %s\n", RP->this_map);
710 strcat (buf, small_buf);
711 }
712 547
713 if (RP->expand2x) 548 if (RP->expand2x)
714 { 549 expand2x (layout);
715 sprintf (small_buf, "expand2x %d\n", RP->expand2x); 550
716 strcat (buf, small_buf); 551 return layout;
552}
553
554bool
555maptile::generate_random_map (random_map_params *RP)
556{
557 RP->Xsize = RP->xsize;
558 RP->Ysize = RP->ysize;
559
560 /* pick a random seed, or use the one from the input file */
561 RP->random_seed = RP->random_seed
562 ? RP->random_seed + RP->dungeon_level
563 : time (0);
564
565 // we run "single-threaded"
566 rmg_rndm.seed (RP->random_seed);
567
568 shstr buf = RP->as_shstr ();
569
570 if (RP->difficulty == 0)
717 } 571 {
572 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
718 573
719 if (RP->layoutoptions1)
720 {
721 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
722 strcat (buf, small_buf);
723 }
724
725
726 if (RP->layoutoptions2)
727 {
728 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
729 strcat (buf, small_buf);
730 }
731
732
733 if (RP->layoutoptions3)
734 {
735 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
736 strcat (buf, small_buf);
737 }
738
739 if (RP->symmetry)
740 {
741 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
742 strcat (buf, small_buf);
743 }
744
745
746 if (RP->difficulty && RP->difficulty_given)
747 {
748 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
749 strcat (buf, small_buf);
750 }
751
752 if (RP->difficulty_increase != 1.0)
753 {
754 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
755 strcat (buf, small_buf);
756 }
757
758 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
759 strcat (buf, small_buf);
760
761 if (RP->dungeon_depth)
762 {
763 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
764 strcat (buf, small_buf);
765 }
766
767 if (RP->decoroptions)
768 {
769 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
770 strcat (buf, small_buf);
771 }
772
773 if (RP->orientation)
774 {
775 sprintf (small_buf, "orientation %d\n", RP->orientation);
776 strcat (buf, small_buf);
777 }
778
779 if (RP->origin_x)
780 {
781 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
782 strcat (buf, small_buf);
783 }
784
785 if (RP->origin_y)
786 {
787 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
788 strcat (buf, small_buf);
789 }
790 if (RP->random_seed)
791 {
792 /* Add one so that the next map is a bit different */
793 sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1);
794 strcat (buf, small_buf);
795 }
796
797 if (RP->treasureoptions)
798 {
799 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
800 strcat (buf, small_buf);
801 }
802
803
804}
805
806void
807write_parameters_to_string (char *buf,
808 int xsize_n,
809 int ysize_n,
810 char *wallstyle_n,
811 char *floorstyle_n,
812 char *monsterstyle_n,
813 char *treasurestyle_n,
814 char *layoutstyle_n,
815 char *decorstyle_n,
816 char *doorstyle_n,
817 char *exitstyle_n,
818 char *final_map_n,
819 char *exit_on_final_map_n,
820 char *this_map_n,
821 int layoutoptions1_n,
822 int layoutoptions2_n,
823 int layoutoptions3_n,
824 int symmetry_n,
825 int dungeon_depth_n,
826 int dungeon_level_n,
827 int difficulty_n,
828 int difficulty_given_n,
829 int decoroptions_n,
830 int orientation_n,
831 int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase)
832{
833
834 char small_buf[256];
835
836 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
837
838 if (wallstyle_n && wallstyle_n[0])
839 {
840 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
841 strcat (buf, small_buf);
842 }
843
844 if (floorstyle_n && floorstyle_n[0])
845 {
846 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
847 strcat (buf, small_buf);
848 }
849
850 if (monsterstyle_n && monsterstyle_n[0])
851 {
852 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
853 strcat (buf, small_buf);
854 }
855
856 if (treasurestyle_n && treasurestyle_n[0])
857 {
858 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
859 strcat (buf, small_buf);
860 }
861
862 if (layoutstyle_n && layoutstyle_n[0])
863 {
864 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
865 strcat (buf, small_buf);
866 }
867
868 if (decorstyle_n && decorstyle_n[0])
869 {
870 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
871 strcat (buf, small_buf);
872 }
873
874 if (doorstyle_n && doorstyle_n[0])
875 {
876 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
877 strcat (buf, small_buf);
878 }
879
880 if (exitstyle_n && exitstyle_n[0])
881 {
882 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
883 strcat (buf, small_buf);
884 }
885
886 if (final_map_n && final_map_n[0])
887 {
888 sprintf (small_buf, "final_map %s\n", final_map_n);
889 strcat (buf, small_buf);
890 }
891
892 if (exit_on_final_map_n && exit_on_final_map_n[0])
893 {
894 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
895 strcat (buf, small_buf);
896 }
897
898 if (this_map_n && this_map_n[0])
899 {
900 sprintf (small_buf, "origin_map %s\n", this_map_n);
901 strcat (buf, small_buf);
902 }
903
904 if (layoutoptions1_n)
905 {
906 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
907 strcat (buf, small_buf);
908 }
909
910
911 if (layoutoptions2_n)
912 {
913 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
914 strcat (buf, small_buf);
915 }
916
917
918 if (layoutoptions3_n)
919 {
920 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
921 strcat (buf, small_buf);
922 }
923
924 if (symmetry_n)
925 {
926 sprintf (small_buf, "symmetry %d\n", symmetry_n);
927 strcat (buf, small_buf);
928 }
929
930
931 if (difficulty_n && difficulty_given_n)
932 {
933 sprintf (small_buf, "difficulty %d\n", difficulty_n);
934 strcat (buf, small_buf);
935 }
936
937 if (difficulty_increase > 0.001) 574 if (RP->difficulty_increase > 0.001)
575 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
576
577 if (RP->difficulty < 1)
578 RP->difficulty = 1;
938 { 579 }
939 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); 580 else
940 strcat (buf, small_buf); 581 RP->difficulty_given = 1;
582
583 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
584 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
585
586 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
587 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
588
589 if (RP->symmetry == SYMMETRY_RANDOM)
590 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
591 else
592 RP->symmetry_used = RP->symmetry;
593
594 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
595 RP->Ysize = RP->Ysize / 2 + 1;
596
597 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
598 RP->Xsize = RP->Xsize / 2 + 1;
599
600 if (RP->expand2x > 0)
941 } 601 {
942 602 RP->Xsize /= 2;
943 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); 603 RP->Ysize /= 2;
944 strcat (buf, small_buf);
945
946 if (dungeon_depth_n)
947 { 604 }
948 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); 605
949 strcat (buf, small_buf); 606 RP->map_layout_style = LAYOUT_NONE;
607
608 /* Redo this - there was a lot of redundant code of checking for preset
609 * layout style and then random layout style. Instead, figure out
610 * the numeric layoutstyle, so there is only one area that actually
611 * calls the code to make the maps.
612 */
613 if (strstr (RP->layoutstyle, "onion"))
614 RP->map_layout_style = LAYOUT_ONION;
615 else if (strstr (RP->layoutstyle, "maze"))
616 RP->map_layout_style = LAYOUT_MAZE;
617 else if (strstr (RP->layoutstyle, "spiral"))
618 RP->map_layout_style = LAYOUT_SPIRAL;
619 else if (strstr (RP->layoutstyle, "rogue"))
620 RP->map_layout_style = LAYOUT_ROGUELIKE;
621 else if (strstr (RP->layoutstyle, "snake"))
622 RP->map_layout_style = LAYOUT_SNAKE;
623 else if (strstr (RP->layoutstyle, "squarespiral"))
624 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
625 else if (strstr (RP->layoutstyle, "cave"))
626 RP->map_layout_style = LAYOUT_CAVE;
627 else if (RP->map_layout_style == LAYOUT_NONE)
628 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
629 else
630 abort ();
631
632 Layout layout = layoutgen (RP);
633
634#ifdef RMAP_DEBUG
635 dump_layout (layout);
636#endif
637
638 /* increment these for the current map */
639 ++RP->dungeon_level;
640
641 // need to patch RP becasue following code doesn't use the Layout object
642 RP->Xsize = layout->w;
643 RP->Ysize = layout->h;
644
645 /* allocate the map and set the floor */
646 make_map_floor (layout, RP->get_str ("floorstyle", ""), RP);
647
648 /* set region */
649 default_region = RP->region;
650
651 CEDE;
652
653 place_specials_in_map (this, layout, RP);
654
655 CEDE;
656
657 const char *wallstyle = RP->get_str ("wallstyle", 0);
658
659 /* create walls unless the wallstyle is "none" */
660 if (strcmp (wallstyle, "none"))
950 } 661 {
662 make_map_walls (this, layout, wallstyle, RP->get_str ("miningstyle", ""), RP);
951 663
952 if (decoroptions_n) 664 /* place doors unless doorstyle or wallstyle is "none" */
665 if (strcmp (RP->doorstyle, "none"))
666 put_doors (this, layout, RP->doorstyle, RP);
953 { 667 }
954 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
955 strcat (buf, small_buf);
956 }
957 668
958 if (orientation_n) 669 CEDE;
959 {
960 sprintf (small_buf, "orientation %d\n", orientation_n);
961 strcat (buf, small_buf);
962 }
963 670
964 if (origin_x_n) 671 const char *exitstyle = RP->get_str ("exitstyle", "");
965 {
966 sprintf (small_buf, "origin_x %d\n", origin_x_n);
967 strcat (buf, small_buf);
968 }
969 672
970 if (origin_y_n) 673 /* create exits unless the exitstyle is "none" */
971 { 674 if (strcmp (exitstyle, "none"))
972 sprintf (small_buf, "origin_y %d\n", origin_y_n); 675 place_exits (this, layout, exitstyle, RP->orientation, RP);
973 strcat (buf, small_buf);
974 }
975 if (random_seed_n)
976 {
977 /* Add one so that the next map is a bit different */
978 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1);
979 strcat (buf, small_buf);
980 }
981 676
982 if (treasureoptions_n) 677 CEDE;
983 {
984 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
985 strcat (buf, small_buf);
986 }
987 678
679 /* create monsters unless the monsterstyle is "none" */
680 if (strcmp (RP->monsterstyle, "none"))
681 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
988 682
989} 683 CEDE;
990 684
991/* copy an object with an inventory... i.e., duplicate the inv too. */ 685 /* treasures needs to have a proper difficulty set for the map. */
992void 686 difficulty = estimate_difficulty ();
993copy_object_with_inv (object *src_ob, object *dest_ob)
994{
995 object *walk, *tmp;
996 687
997 src_ob->copy_to (dest_ob); 688 CEDE;
998 689
999 for (walk = src_ob->inv; walk != NULL; walk = walk->below) 690 const char *treasurestyle = RP->get_str ("treasurestyle", "");
1000 { 691
1001 tmp = object::create (); 692 /* create treasure unless the treasurestyle is "none" */
1002 walk->copy_to (tmp); 693 place_treasure (this, layout, treasurestyle, RP->get_iv ("treasureoptions"), RP);
1003 insert_ob_in_ob (tmp, dest_ob); 694
1004 } 695 CEDE;
696
697 const char *decorstyle = RP->get_str ("treasurestyle", "");
698
699 /* create decor unless the decorstyle is "none" */
700 if (strcmp (decorstyle, "none"))
701 put_decor (this, layout, decorstyle, RP->get_iv ("decoroptions"), RP);
702
703 CEDE;
704
705 /* generate treasures, etc. */
706 fix_auto_apply ();
707
708 CEDE;
709
710 unblock_exits (this, layout, RP);
711
712 msg = buf;
713 in_memory = MAP_ACTIVE;
714
715 CEDE;
716
717 return 1;
1005} 718}
719

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